Divinity: Original Sin 2

Divinity: Original Sin 2

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SmellsWorseOverHereThanADozenRottenEggs
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Jun 13, 2023 @ 11:34pm
Jul 31, 2023 @ 4:06pm
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SmellsWorseOverHereThanADozenRottenEggs

Description
Alrighty, I'm here to fix the description and stuff for the mod. Things get complicated so it's up to me to perfect the clarity.

For right now until I say other wise, DO NOT USE SmellsWorseOverHereThanADozenRottenEggs. As for the moment, this mod is in temporary hibernation. Before you get depressed, let me answer your thoughts. NO, this does not mean the mod is dead nor is it being abandoned.
As for right now, It should be avoided due to many unfixed issues. These will not be fixed because I have an unstable branch mod in the works called RequiemOfABrokenHeart.

RequiemOfABrokenHeart is a replacer update to SmellsWorseOverHereThanADozenRottenEggs. RequiemOfABrokenHeart is being heavily and constantly worked as it will replace SmellsWorseOverHereThanADozenRottenEggs. Once RequiemOfABrokenHeart gets to a stable position, then I'll replace and update SmellsWorseOverHereThanADozenRottenEggs. Too complicated? Yeah, you're probably right but it is what it is.

Okay, are we all on the same page now? Good, let me clear up the next part. Neither mod are a true requirement to play either mod. You can have both installed and that's fine. But good god, do not have BOTH enabled in your mod load order!

Only have one of the mods enabled and keep it at the very bottom of your load order. It's that simple!





Okay, we're done talking about that for now. Let's get to the more fun parts.


Let's start off with the future progression path and plans.

First of all, this mod shan't be a pump and done mod. Meaning, updates and fixes won't stop when the mod is officially finished. They won't be nearly as frequent but the mod is my baby, I shan't abandon it.


ALL acts of the campaign levels will be modified to varying differences. Each act aren't created equal so some levels are either much easier or harder to finish. So the time differences of each are completely different. This mod will be done when it's done. I am hoping to have it finished before 2024 is finished, that's my goal but I'm not lowering my standards to finish the mod faster. The level of modding that I am doing takes an insane amount of time to do, I'm already spending my free time and burning the midnight oil often working on this mod. You and I both want the mod to be completed, but you need to be patient. I will not explain that anymore than I already have.




Five huge plans for the mod I have in store will be worked on later in the mods progression, let me explain.
Thanks to some really awesome vet modders from the Larion discord channels, I've learned how to do a few new things.

1. Custom music may or may not be added to a few sections of the game, I am not looking to do a full re placer as I love the DOS2 OST. Music will be carefully chosen for the specific zone and absolutely WILL fit into the games atmosphere.


2. Custom voiced dialogue for custom NPC's with crafted dialogues. Meaning, they won't be mute anymore. They'll have their own voice that fits to the npc and their dialogue. Now, I am having to use high end xsynth vioice software to do this as I don't have the major cash to drop on experienced/professional voice actors. For the synth voices, my standard is high as I'll only use the best quality human sounding voices for the mod. They won't sound like robots, that I promise. This involves a lot of work and scripting so I'll only be doing this ONCE the main mod is done.


3. Custom journal text. Basically, I heavily dislike the bland sentences used to keep the player updated on their quests, Same ♥♥♥♥ Skyrim dealt with. All third person and barely detailed to properly describe the quest. Meaning, the journal for DOS2 will read like an actual person wrote it and vividly describes the details of the situation.

Morrowind did a fantastic job with their journal system because they did this! Why the ♥♥♥♥ do anything else? Why would the player write a journal entry of a quest they're on, and not WRITE anything actually important about it. let alone keeping it in 1st person. So while I'm planning on doing that, I'll also be working on how to personalize the journal entries. Sure, I can just do," I need to kill bla bla and return back to bla bla for my reward. But I could also give it a bit more life. Ya know, like a person would writing in their journal? It could go a bit more like this," That milksop bla bla needed my help again to gather some stardust herbs for him out by the creek by the swamp. I'll overcharge him when I get back from this milkrun." Sure, there'll be more work to make this happen for all players as they all share the same journals. When it's done, it'll be awesome to have. It might even make players want to read their journals more than in vanilla


4. Custom books and notes,
I've found out how to make my own so I'll be sparingly adding new ones around the levels to further improve the lore and immersion. I've done my best to copy the DOS2 writing style and hopefully improve it further.


5. Nearly forgot to add this, but brand new zones and teleportation baby!
I've learned how to make teleporting work and the ability to make new zones. so I can make brand new caves or areas on any act level. Meaning, a ♥♥♥♥ ton of possibilities and imagination to do!



Onto the main mod, it's honestly too much than what I can write on here so I'll have to be very lite, I'll make a discussion post for more details in a bit.

Basically, this mod is attempting to be a massive overhaul to the ENTIRE DOS2 campaign. Nearly all aspects shall be changed such as,

NPC population increased, more immersive housing and buildings, more heavily detailed and decorated towns, cities, villages and camps that look like people actually live there. Forests and the wilds will be more decorated and less empty, new enemy, neutral and allied NPC encounters to be had. NPC's have new visuals, brand new skill lists to better match with the players and some slightly higher stats and levels for a better and fair difficulty. Brand new and custom areas, brand new custom dialogue npcs, new and unused enemies to be found more often, more resources and loot to be found, brand new traders, traders with far better and individualized trader inventories so less time waiting on them restocking. Many, many combat zones have been altered to give both the player and AI a far better combat flow and better challenge to the game, lots of brand new unique weapons and gear to be found and much much more to be changed and added.


Compatability is relatively simple, I did design this mod to be as cuddly as possible with other mods so fear not! The only mod I've found that have the worst issues are class mods, mainly due to their many traders that are added to many areas of the maps. They are often stuck inside a table or floor, but generally haven't seen one 100% inaccessible to get to. This is a thing I could fix, but I won't. Making 200+ patches to various class mods is not something I am interested in, but this issue can more easily be fixed by their mod authors instead. I did design the starting beach zone to accommodate class mod traders for mod authors.
Popular Discussions View All (10)
31
Sep 27, 2023 @ 4:23pm
PINNED: Bug/Troubleshooting Discussion List
Knight Siegfried
7
Jul 2, 2023 @ 4:43am
Random questions Discussions
Knight Siegfried
7
Dec 11, 2023 @ 6:53pm
PINNED: Mod Suggestions( NOT FOR COMPATIBILITY PATCHES)
Knight Siegfried
99 Comments
aikawayumi Dec 28, 2024 @ 10:36pm 
almost 2025 and still waiting when this one is done. the remapping is really a nice idea to make a brand new feel when replaying it
Dęąth Viper Jul 19, 2024 @ 1:04am 
Having some really bad pathing issues :/
Priestelar Jun 26, 2024 @ 2:30am 
DUDE slay! keep up the great work, this is the kind of mod project ive been DYING for to be in the game. I would love more content/areas to explore in the game as ive seen it all.

Cant wait to experience the revised/completed version when it eventually comes out :) Keep it up dude! When your mod finishes ill do another full playthrough <3 :pug:
Knight Siegfried  [author] May 20, 2024 @ 9:16pm 
Glad to hear! The finalized version of Fort Joy is a weekish from being out. Then it's smooth sailing to Reapers coast
Dęąth Viper May 20, 2024 @ 8:15pm 
Finally got a computer! Time to check this bad boy out. Im excited. Thanks for all your hard work man
Knight Siegfried  [author] Apr 1, 2024 @ 7:43am 
Okay folks, I’m getting close to my goal of getting a solid update onto this mod. Please take a read at the upcoming changes discussion when you have some time. Be in mind, the upcoming changes are simplified. Would run out of room if I described it all

Once I’m finished with Fort Joy on the unstable branch, this mod will be updated to the same point.
Knight Siegfried  [author] Jan 3, 2024 @ 7:17am 
Hey there, the mod certainly should be available in your mod list. However, this mod is temporarily down for the moment. If you wish to use the mod, you're far better off using the unstable version for now, which the link is posted above in the description. Make sure to read the descriptions for more info.
Delilah Bard Jan 1, 2024 @ 5:05pm 
Hi, I just wanted to ask how do I know when the mod is active? I don't see it in the list of mods in the menu
Wilgryf Dec 4, 2023 @ 6:47am 
Okay, Thanks
Knight Siegfried  [author] Dec 4, 2023 @ 6:10am 
Please read the last few messages here, the Fort Joy level is currently being rebuilt so it’s broken atm. If you wish, you can find the unstable build version link on this page